I am working in UE5 and would like to get the vertex normals of a static mesh using the C++ API. I can successfully access the vertex buffer, and then get the PositionVertexBuffer and the StaticMeshVertexBuffer (link to docs). This yields the vertex positions and the vertex tangents. However, there seems to be no way to…
Hi, does anyone know how the heck I can make an object attach to another object's vertex and rotate according to the normal vertex, using Maxscript and/or Script controller? I've found this script that attach one object to the vertex of another, but only follows its position. I need it to align to the normal of the vertex…
hi all :) anybody know how to bake vertex color data from vertex color channel to vertex alpha channel in 3ds max? pls show me how to do it thk for sharing :) ps. my max version is 2012
I'm not firing unreal up now to work out the exact mechanics of it but iirc you can get position information via the vertex interpolator node It's been a couple of years since i was fiddling with this but I have a feeling I never solved the pivot placement properly and ended up just baking the information into vertex color
Get the addon https://ryh1113.gumroad.com/l/watercolor-renderer https://blendermarket.com/products/watercolor-renderer Watercolor renderer What's Watercolor Renderer, as its name implies, this is a real-time watercolor renderer, which let artist direct how to watercolor style should be. How artist control the watercolor…
could be a 2 texture alpha blend, or a vertex color alpha blend for 2 textures.... vertex alpha (left) gives a smooth gradient blend dependent on vertex density, texture alpha blending can give much more variation in the blending and is independent of the vertex density
Yes it does increase the vertex count, because each vertex normal requires its own vertex to store the data, same with UV splits. So when you make hard edges you are duplicating vertices. But it’s not that big a deal these days; hardware can handle a lot of vertices.